Lilly White Necromancy Level: Drd 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature Duration: 1 min./level Saving Throw: Fortitude or Will negates partial; see text. Spell Resistance: Yes
With a wave of your hand a faint smell of burning flesh fills the air. Your target's skin or hide becomes deathly pale and their eyes fade to a light pink or blue hue...
You cause a creature to become intensely sensitive to the rays of the sun. While in direct sunlight living creatures must succeed on a fortitude save or take 1d6 non-lethal damage per round. Once this damage equals their current hit points all further damage sustained is lethal. They are dazzled in bright sunlight or within the radius of a daylight spell.
Undead that fail a will save take damage from exposure to sunlight as mentioned above, though the damage is lethal. Targets that already have vulnerability or an aversion to sunlight take twice the damage, and penalties are doubled.
On a successful save the targets do not become dazzled in bright light, though they still take 1 point of damage per round of exposure.
Lilly White, Mass Necromancy Level: Drd 6 Range: Medium (100 ft. + 10 ft./level) Targets: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like lilly white, except that it can affect more creatures.
Last edited by The Vorpal Tribble : 06-02-2007 at 02:57 PM.
__________________ Quote of the [insert timeframe here]: (Week? Perhaps! Year? Also maybe.)
"Those who have learned to walk on the threshold of the unknown worlds...may then with the fair white wings of Imagination hope to soar further into the unexplored amidst which we live."
-Augusta Ada Lovelace
1. its non-lethal damage.
2. they only take damage in direct sunlight.
Why do casters get all the love? How about some Monthly contest inspired feats?
Req: Dex +13
When in broad daylight, or within the area of any similarly strong lighting effect, you may use your items to reflect some of this light to disrupt your opponents. As a standard action you can disrupt an enemy, forcing one target within 30 ft to make a concentration check against 10+ your character level or be distracted. This power can only be used if you are wearing metal armor or wielding a metal weapon.
All that Glitters
Req: Slight of Hand +5; Int +13
You're skilled enough with your hands that, in the right conditions, you can hide anything in plain sight. When in broad daylight, or within the area of any similarly strong lighting effect, you can make a slight of hand check which is then added to the difficulty of any spot or appraise check made against a small or smaller item you hold in your hand. You gain a +5 on this roll if the object is completely metallic.
This ability can also be used to aid an item based con. Anyone with this feat may make slight of hand check against a DC of 25 to add a +5 circumstance bonus to any bluff involving a small or smaller item. The DC is reduced to 20 if the item is completely metallic.
Req: Cha +15; Swim +2; non-lawful
For one month after spending more than one day doing nothing but working or playing in bright sunlight, you gain a +2 to all Cha based skill checks made while in light or no armor. Additionally, you gain a +1 to all will saves against domination while in unobscured, natural sunlight.
Last edited by Poppatomus : 06-01-2007 at 07:38 PM.
The fact that it's non-lethal damage doesn't really make it that much weaker than lethal. Doing 50 damage to a 50 HP opponent still incapacitates them, lethal or not. You get the option to capture the enemy, as well.
Although I have a nagging feeling there are some specific downsides to non-lethal damage, I can't remember them.
I WILL round this Cape, even if I have to keep sailing until doomsday!
Engaged in A Spat with Jibar.
Decken by Ceika
Devil Lord-to-be and proud member of the Baatezu Lovers club!
Last edited by Captain van der Decken : 06-02-2007 at 08:58 AM.